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"Nekar Xenos" <j-p### [at] citywalk co za> wrote in message
news:3b1cbc63@news.povray.org...
> I've always wondered if there wasn't any way of generating a 'procedural
> heghtfield' and mapping it onto an object. Almost like a normal but using real
> height. But, AFAIK you can't map an isosurface to an object so I wouldn't be
> able to use that.
>
No, but for simple objects (spheres, etc), you can combine a iso "texture" with an
iso "shape".
> BTW can isosurfaces use info from procedural textures ie: making an isosurface
> with a crackle height/depth? If so, I gues I would more easily get into
> isosurfaces (UnfortunatelyI just don't have al that time to play around looking
> for a formula that looks nice - unless of course someone can give me the x,y,z
> formulas for all the procedural textures in Pov ;).
>
You can use any pattern as an isosurface. There's an image of mine in binaries.images
"friday apocalypse" 29/12/2000 that uses crackle for the desert floor. Check out
http://www.econym.demon.co.uk/isotut/ and look for the section "pigments as
functions"
> I think trace and eval_pigment might be what I'm looking for, but I couldnt'
> really find any samples of how to use them in this way in the documentation.
>
Dunno, never used eval_pigment myself.
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